Three.js: What is three.js's normal map handedness convention?

Created on 11 May 2017  路  3Comments  路  Source: mrdoob/three.js

It may be helpful to have this documented. @emackey pointed out an issue with GLTF2Loader (https://github.com/donmccurdy/three-gltf-viewer/issues/10) and normal map inversion seems to be responsible. For comparison:

BabylonJS: x-axis = left, y-axis = down
OpenGL: x-axis = right, y-axis = up
DirectX: x-axis = right, y-axis = down

Question

Most helpful comment

The answers have been worked out by @WestLangley and @donmccurdy here: https://github.com/mrdoob/three.js/pull/13784#issuecomment-379511456

Hopefully I'm summarizing correctly:

  • ThreeJS's default normal map handedness is OpenGL, right-handed, same as glTF.
  • ThreeJS's default UV origin is lower-left, opposite of glTF's upper-left UV origin.
  • As a result, GLTFLoader must flip the UVs and then flip the normal handedness to compensate.

All 3 comments

Has there been progress on this?

In my own projects I'm fixing this manually by setting:

    material.normalScale.x = -1;

I haven't heard anything. It would be nice to know, but I'm inclined to just flip normalScale.x if that works correctly with the sample models.

The answers have been worked out by @WestLangley and @donmccurdy here: https://github.com/mrdoob/three.js/pull/13784#issuecomment-379511456

Hopefully I'm summarizing correctly:

  • ThreeJS's default normal map handedness is OpenGL, right-handed, same as glTF.
  • ThreeJS's default UV origin is lower-left, opposite of glTF's upper-left UV origin.
  • As a result, GLTFLoader must flip the UVs and then flip the normal handedness to compensate.
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